Missing features in the iOS Activity app

I’m sort of amazed we’ve made it as far as we have without these two features being built in:

Sick days. Sometimes we get sick! It would be pretty great to not lose a streak because I have a really bad cold.

Rest days. This is the big one. One day a week, it would be nice if my calorie goal could automatically be a little lower. It’s very common for workout programs to have a day per week that is to be at a lower intensity.

There’s almost certainly apps that can incorporate this somehow – although I’m not sure how to reset the calorie goal for a single day, one assumes there’s an API for it.

The lock-in we choose

Hackernews had a link to a piece about someone moving to a password locker called Bitwarden.

It’s interesting because it illustrates the weird state we’re in with platforms today.

First, this bit:

Meanwhile, AgileBits, the 80-person company developing 1Password, has been pushing their new hosted, subscription-based model for 1Password going forward. Instead of users being in control of their data files, 1Password will store them on AgileBits’ servers and users pay a monthly subscription fee for the privilege, forever.

I fail to see how the staff size of AgileBits has anything to do with anything. It feels ad-hom; how DARE they not be a scrappy little 2-man startup! How dare they have a support staff, enough junior sysadmins to have 24/7 coverage for their new web service, a full-time graphics and design team to cover all the platforms they support, and whatever else it takes to run their company the way their principals want.

Anyway, yes, the subscription-and-stored-on-our-servers model was, and is, very concerning. I am still using iCloud sync, because it has worked very well for me and I did not want to be an early adopter of stuff with my passwords.

What gets me, though, is this:

… there is an issue of lock-in and now having to make my OpenBSD hacks work …

My dude.

AgileBits was, as I recall, founded as a company whose primary platform was the Mac. They don’t even mention Knox or other apps anymore. For a long time, even Android was a second-class citizen; I haven’t used Android in a while but when I last did, it didn’t even have proper 1Password support; it had some read-only nonsense.

Think about that: Android installs outnumber iPhone by rather a large margin and they didn’t bother with it.

In short, my dude, you chose to drive a car that needs leaded gas and you’re mad Pep Boys isn’t going to sell you the right additive.

They are a Mac software company, who also makes a port to Windows; they are an iPhone app company who ported their app to Android. They give 0 fucks about OpenBSD on the desktop, because supporting all 9 OpenBSD desktop users will not help pay their mortgages.

The point, here, is that we all chose a kind of lock-in. Every choice we make in software and hardware platforms ties us to an ecosystem. There is this pervasive myth that F/OSS will free us from lock-in.

Bullshit. It frees us from the woes of decisions made in boardrooms based on spreadsheet calculations for 3 fiscal quarters from now; but it locks us into the whims of hobby projects, volunteer support, trends, and more. Just about everyone in a Mac uses 1Password, but with my office as a small sample set (plus the Hackernews comment section) all the F/OSS community gets is the paradox of choice.

 

Explaining the Commandments of “New American Theology”

Here’s a good example of where we are these days:

https://twitter.com/jules_su/status/930505440559058945

Moore is lying; he is “bearing false witness”. For a guy who claims to be pretty much the second coming, you’d think he’d maybe know that lying is bad?

Except, it’s not. I think modern American Christians have rewritten the 10 Commandments into something like this:

  1. Thou shalt have no other gods before me, excepting money and power
  2. Thou shalt not make unto thee any graven image, unless granted to you by money or power
  3. Thou shalt not take the name of the Lord thy God in vain, or at least try most of the time
  4. Remember to keep the Sabbath Day, to keep it holy, except for pro football and other leisure activities
  5. Honor thy father and thy mother
  6. Thou shalt not kill unless it’s a black kid, or maybe someone who angered you, and also it’s totally OK to have vivid murder fantasies about your neighbors
  7. Thou shalt not steal except through legislative or legal loopholes
  8. Thou shalt not bear false witness against thy neighbor unless it impairs your pursuit of money, power, or leisure, or something you want; and if you convince yourself it’s true then it’s not false witness
  9. Thou shalt not covet thy neighbors wife, unless thou dost have the scratch for a settlement
  10. Thou shalt not covet thy neighbors servants/animals/anything else, because wow go get your own, jeeze

About the only one not broadly re-interpreted in the fun world of late-stage capitalism and the era of Donald Trump is #5. Good job, team!

To save Twitter, we must destroy it.

So many people had an experience like this. Twitter was fun, fast, easy to use; and brevity is the soul of wit. If you were a programmer, you’d often learn a new platform or language by writing a simple Twitter client; and tons of really smart people were writing interesting software that took advantage of all the new toys in our toy box, with Twitter as the base.

Fun times.

It got even better, for a while. Twitter replaced RSS, for many; a scan of your feed let you know where your friends were, what important software updates were released, and everything else you could want.

Yeah, there was the Fail Whale and porno bots but it wasn’t any worse than we’d seen already. And we had the Arab Spring! People got work by telling jokes on Twitter. We had Weird Twitter and Scottish Twitter and …

But then came GamerGate, followed shortly by their brothers in arms the Alt-Right, and Russian trolls, and now the dullard in the Oval Office.

Fuck Twitter.

The best thing to do to “fix” Twitter is to leave. It’s a white supremacist web site. It’s not getting better.

The solution is already there. RSS is still good, and usable. You can support independent media, like many good podcasts, instead of supporting a company that thinks that giving more characters for racist bile is the solution.

Everyone bitches and moans about walled gardens and “closed platforms” and “you are not the customer, you’re the product”. So take the air out of their sails. Stop “microblogging” and write real thoughts. Read long-form journalism. The internet has given us the tools. Use them.

On Process, and software development

Today I had a chat with a coworker about the process we use at work; the method by which we develop software, from conception (“The site should be blue”), to doing the work (filing a ticket, writing the code to make the site blue, ensuring it is the expected share of blue), to various legal and compliance requirements (“it must be documented that on such-and-such a date, so-and-so did change the site to blue, signed by someone other than so-and-so”).

In short, we hate the process.

On the one hand, it’s cumbersome. Most processes are. They are build from small parts to a Big Thing, because one time, something REALLY fucked us, and That Must Never Happen Again. So layers got added, workflows got created, and before you know it, you need knowledge of the inner workings of a complicated state machine to make the site blue.

There was a time when you could just do it, man. It was great. But now it really optimizes for the common case, and we all know what happens then.

Anyway, what got me thinking was, what’s really at fault, here.

I think there’s a couple of big problems.

As an industry, we aren’t entirely sure what the hell it is we’re doing. There is a wing of the software industry that thinks we’re some kind of code-poet-ninja-rockstar who makes these beautiful and amazing things because it’s what drives us.

Me? I think we’re just skilled labor in an information economy. We’re assembly-line workers. And that’s good: skilled labor built this country. We should reward it! We should revel in it! That used to be a fucking awesome job, that people aspired to.

But the thing about those industries was, for a long time the pace of chance was slow. Carpenters had the hammer thing settled long before most of my ancestors came about. No one showed up with a tack hammer expecting it to be useful to build a building.

Our processes don’t protect us from outside interference. They don’t give us certainty about what it is we’re doing and why.

Building codes let every tradesman building a building know, to some degree of certainty, that when followed the pipes won’t burst, the sockets won’t catch on fire, and the support beams will hold. They’re why flood walls work and why buildings survive earthquakes.

It’s a process no one likes to follow, but it moves at a pace people understand; can be comprehended and relied upon for the duration of one’s career; and has visible results.

Today a bunch of code broke because our fragile human meat made mistakes that, in retrospect, may have been impossible in the common case to prevent. A couple of jobs ago, we changed fundamental pieces of our software at least twice; last job, we went tripled the number of languages you needed to do things at work in the space of a month.

It’s madness.

We are not wizards, ninjas, rock stars, or artisans. We are the skilled labor of an information economy; a noble profession, and one that benefits from a slower pace of change.

Our processes should reflect that. They should not just protect us from lawsuits or pass a perfunctory compliance inspection, they should provide a bedrock upon which to make solid decisions when tired, or confused, or hurried, or unsure.

A review: Dungeon Fantasy (powered by GURPS)

On the surface, Dungeon Fantasy (hereafter, DF) is pretty simple:

  1. Take GURPS
  2. Remove anything not relevant to a generic fantasy milieu
  3. Remove anything that’s not, well, generic
  4. Streamline and simplify any rules you have left
  5. Bundle together a bunch of stuff into generic fantasy tropes (e.g. a “bard” class)

As they point out, the entire game is fewer words than Volume 1 of 4E. When I say “remove” or “simplify”, I mean it.

Most of it is easily and quickly recognizable as GURPS; the edit job is very good. Anyone with a few games of GURPS under their belt will quickly and easily make sense of it all. The streamlining is also very good, so people who were intimidated by GURPS will have no trouble picking things up.

It makes you ask the question, though: who is this for?

Experienced GURPS gamers have little need for a generic rules-light fantasy game.

[Sidebar: I struggled over the term ‘rules-light’. Even in its slimmed-down form, DF has more rules than what usually passes for rules light in the latter half of 2017. That said, compared to GURPS is practically Apocalypse World, so maybe rules-light is the best descriptor.]

A very experienced GURPS group might be doing something like a big custom setting with massive customization. GURPS makes one-shots very difficult. If nothing else just telling everyone the parameters for character creation can take a ton of effort! DF takes all that and lets you do simple exploration/dungeon crawl fantasy games.

Inexperienced gamers in search of more crunch but hesitating to take the plunge into the very heavy game system of GURPS will benefit from the simpler rules, that they can later switch to if it pleases them.

Overall, I like it, but I’m uncertain just how much staying power it has compared to a full-fledged GURPS game. Once you’ve run a few one-shots and leveled up a few characters, what then?

Edited to add: I forgot to mention a couple of points. First, production design and quality are as you’d expect from SJGames: really good. The books have a somewhat minimal style with good (but not great) art. The text is clear and readable, “scannable”, and everything is indexed and easy to find.

Second, the more I think about it, the more I like it. My initial “what then”, the more I think about it, gives way to an organic “sandbox” style of gaming instead of the big, up-front games we’re used to. Maybe that’s good.

“Troupe” style play

Back in the dark ages, there was a really fun game called “Ars Magica”. It was set in “Mythic Europe”, a semi-historical version of late “dark ages” Europe (~1100AD, give or take) where magic was real.

The idea was that each player controlled a group of characters: a Mage, who was incredibly powerful; a Companion, who was more or less like a regular fantasy RPG character; and a coterie of grogs, who were semi-expendable cannon-fodder (but who could, over time, grow to power and become full-fledged companions).

I have looked around and not seen any system for more traditional AD&D/3E/Pathfinder; the rules are strongly aimed at regular party groups.

What got me thinking about this is Darkest Dungeon, which is one of my favorite games (despite its tendency to provoke cursing fits that would have George Carlin asking me to “tone it down a little”). To a lesser extent, another game I love, Guild of Dungeoneering.

In it, you command a company of mercenary dungeon delvers, who die QUITE OFTEN. However some grow to considerable power.

I was wondering how to run a desktop version of that; a kind of “you get d4 new recruits every ‘phase'”, kind of thing. The question is how to keep everyone connected to the story, I guess.